Please feel free to ignore this thread. This space is meant for me to collect all my designs and ramblings. Unfortunately, there's not place for private threads on this forum, or else I'd use it.

Basic Character Info:

Hell-Cath, the Gravetender - : She's a maniacal necromancer who is in love with horticulture. Her story is one of tragedy. As a young girl, her mother, father, and twin brother went missing. She roamed her plane, Cireama, trying to find them. Eventually, she arrived at a local park near her home that borders a church graveyard to see her family's corpses, overgrown with brambles / entangled in vines / degrading into the earth. This event caused her to go insane, discovering that she possessed the innate ability of necromancy. She mixed this graphic final image of her family's deaths with her craft - yielding a horde plant zombies. Unlike the stereotype for necromancers, she is very loving and cares deeply for plants, nature, and particularly her own creations.

Blestre, the High General - : He is an honorable warrior who has fought in and led many battles on Cireama. In his old age, the High Governor, a close friend of his, has appointed him to serve as the High General. Blestre uses his knowledge of war and his knowledge of divinity to enlist the best warriors into the Blestrien Guard. He speaks to the Angels to rain favors down on Cireama. He combats the Devils from reigning terror on the citizens of Cireama. The red, white, and red-white aligned on Cireama are mighty warriors, sky-soaring angels, dangerous devils and goblins, and make-up the majority of the plane. He is a master diplomat, skilled tactician, and well-liked by all, except Cyn...

Cyn, the High Judge - : There's not a High Government without some corruption at the top. Cyn serves as a less than neutral High Judge on Cireama. He passes decrees that benefits those in his favor. He imprisons those who he perceives as a threat by planting evidence and handpicking the High Jurors. He is a symbol of oppression and control. His appointment in the High Government outdates that of even the current High Governor and Cyn has a plan to make sure it stays that way. Overall, the blue, white, and blue-white aligned on Cireama value fairness, democracy, and overall well-being - and that's what they think they're getting with Cyn.

Mirth, God Timberkind - : He, the leader of the unaffiliated, is the largest giant on Cireama. Giants, though small in number on the plane, are very dumb and large. They follow the assigned God verbatim, never questioning his teachings / laws / etc. In the history of the Timberkinds, the unwritten law states that the largest giant gains the title of God and must give direction to the rest. Prior to Mirth, there was a slightly smaller giant named Firum who held this title. He was a vicious and tyrannical leader of the unaffiliated. He preached public torture, destruction of all things, and death to any giant who might outgrow him. Legend has it that Mirth, who was an average-sized giant at the time, ate a fruit from a undiscovered tree and grew nearly twice his size overnight. As such, Mirth preaches a different message than Firum - love nature. The giants and unaffiliated of Cireama take this message to heart, but all show it differently. Some uproot trees and carry them around in order to protect them. Others run around the countryside causing minor earthquakes and havoc just to breathe in the fresh air. Still creatures of destruction, they believe they are following Mirth's orders... and he does too. Firum still lives on Cireama in search to find the mythical tree that will allow him to reclaim his title, only stopping to destroy a few villages during his quest.

Octriv, the Eight-Armed - : Ungendered, Trioctim is a Planeswalker who represents the dark depths of a yet-to-be-discovered plane. They are mostly humanoid, but they have eight arms with suction cups on their palms. Their head is enlarged much like a cephalopod. Little is known about their origin, but they strive for knowledge - excel at manipulating others - and are often secretive / elusive. On Cireama, Octriv manipulates other blue, black, and blue-black aligned creatures and spells to push forth some hidden agenda. It's unclear if they are good or evil.

Looking back at these characters, there are some changes that need to be made... Blestre is no longer red white. He is monowhite with a red color identity. He was raised as a barbarian in the ungoverned Wilds. During his formative years, he was enlisted by the Purecrestrian army. After climbing his way to the top, he gained recognition for his strength and tactical skills. Now, he serves as the High General - he helps bridge the gap between the inhabitants of the Wilds and the city of Purecrest, enlisting other hopefuls into the army and preventing rebellions. Likewise, Octriv was envisioned as monoblue. I've also gone back and forth about removing white and giving Cyn a black color identity, but that's not confirmed yet.

There are additional characters of interest as well.

The world itself has changed a lot too. More on that in the next post:

Last edited by BelangiaJo on Tue Apr 18, 2017 11:10 pm, edited 4 times in total.

Welcome to Cireama. Purecrest is a hierarchical society / city on the plane of Cireama. It's home to a corrupt government, demented church, citizens who blindly follow, and outcasts vehemently resist. There is a large, ungoverned wilderness that covers a majority of the plane. The High Government is on a quest to expand their city's walls, but are often met with opposition both internally and externally.

The Color Breakdown:

The High Church - (Spirits, Clerics, Angels, Demons, etc.) -

The High Government - (Humans, Advisors, Soldiers, etc.) -

Citizens (governed) - (variety of types) -

The Ungoverned Wild - (Giants, Goblins, Beast, etc.) -

The Ungoverned Outcasts - (Zombies, Rebels, Cultists, etc.) -

I've made a matrix to show how each color in the color breakdown above contributes to its organization as a whole (mainly as a function of how they interact with the organization for which they're absent - for example, the white philosophy in the High Church is the purify the heathens from the ungoverned Outcasts.) I will add this soon.

Last edited by BelangiaJo on Tue Apr 18, 2017 11:09 pm, edited 4 times in total.

: Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)subtheme: go wide: Conquest - If you control more lands than an opponent, <ability>.subtheme: combat : subthemes: go wide, combat: subthemes: ramp, graveyard (lands/creatures): Compost (When this creature dies, you may untap target land you control. If you do, it becomes a 2/2 green and black Plant Zombie creature. It's still a land.)Compost v2 (When this creature dies, you may untap and put two +1/+1 counters on target land you control without counters on it. If you do, it becomes a 0/0 green and black Plant Zombie creature with haste. It's still a land.)Compost v3 (When this creature dies, you may put two +1/+1 counters on target land you control without counters on it. If you do, it becomes a 0/0 green and black Plant Zombie creature with haste. It's still a land. When it dies, return it to the battlefield tapped.)Compost v4 (When this creature dies, create a 2/2 black and green Plant Zombie creature token with ": Add or .")

Thilda, the High Priestess - Legendary Creature - Human Cleric | RAt the beginning of each opponent's turn, that player loses 1 life and you gain 1 life for each Spirit creature he or she controls.: Target player sacrifices a creature and creates two 1/1 white Spirit creature tokens with flying.1/4

Burgundy, the High Reverend - Legendary Creature - Human Cleric | RFirst strike, vigilanceAt the beginning of combat on your turn, Spirit creatures you control get +2/+0 and lose flying until end of turn.Those who walk the earth, living and dead alike, shall fight eye to eye.4/2

Citizens:

High Government:

Cyn, the High Judge - Legendary Creature - Human Advisor | RPlayers can't draw more than one card, attack with more than one creature, or cast more than one spell each turn.: Counter target spell that targets Cyn, the High Judge unless its controller pays .1/4

Enforcer of the Peace - Creature - Human Soldier | CFlashWhen Enforcer of the Peace enters the battlefield, prevent all combat damage that would be dealt to it this turn.2/1

Blestre, the High General - Legendary Creature - Human Soldier | MRVigilanceWhenever a creature enters the battlefield under another player's control, you may pay . If you do, gain control of it until the end of your next turn.3/4

Ungoverned Wild:

Feral Elk - Creature - Elk Beast | CTrampleFeral Elk must attack each turn if able.The High Government has tried many years to seize the Blustrean timberlands for Purecrest, but its inhabitants have been relentless.4/2

Mirth, God Timberkind - Legendary Creature - Giant God | MRTrample, indestructibleMirth can't attack or block unless a land card was put into your graveyard this turn.Whenever Mirth deals combat damage to a player, reveal the top X cards of your library, where X is the number of lands you control. You may put any number of land cards revealed this way onto the battlefield tapped and the rest on the bottom of your library in a random order.8/4

Firum, Uprooter of Life - Legendary Creature - Giant Berserker | MRTrample, menaceWhen Firum enters the battlefield, players may play any number of additional land cards until the beginning of your next upkeep.Whenever a player plays a land, Firum deals 2 damage to him or her unless he or she sacrifices it.7/4

Ungoverned Outcasts:

Follower of the Bloom - Creature - Human Shaman | CCompost (When this creature dies, you may untap target land you control. If you do, it becomes a 2/2 green and black Plant Zombie creature. It's still a land.)Hell-Cath teaches that life begins from the mulch.3/2

Bloom Neophyte - Creature - Human Shaman | UCompost (When this creature dies, you may untap target land you control. If you do, it becomes a 2/2 green and black Plant Zombie creature. It's still a land.)1/1

Skydrake Rider - Creature - Human Wizard | CFlyingCompost (When this creature dies, you may untap target land you control. If you do, it becomes a 2/2 green and black Plant Zombie creature. It's still a land.)2/1

Sickly Experimenter - Creature - Human Wizard | UWhenever Sickly Experimenter becomes the target of a spell or ability, sacrifice it.Compost (When this creature dies, you may untap target land you control. If you do, it becomes a 2/2 green and black Plant Zombie creature. It's still a land.)2/2

Sapbender - Creature - Human Wizard | U: Sapbender gets +1/-1 until end of turn.Compost (When this creature dies, you may untap target land you control. If you do, it becomes a 2/2 green and black Plant Zombie creature. It's still a land.)3/3

Dew Collector - Creature - Human Scout | UWhenever Dew Collector deals combat damage to a player or a land, draw a card.Compost (When this creature dies, you may untap target land you control. If you do, it becomes a 2/2 green and black Plant Zombie creature. It's still a land.)1/2

Seer of Poisons - Creature - Human Shaman | CDeathtouchCompost (When this creature dies, you may untap target land you control. If you do, it becomes a 2/2 green and black Plant Zombie creature. It's still a land.)1/3

Poison Pledge - Creature - Human Shaman | CLifelinkCompost (When this creature dies, you may untap target land you control. If you do, it becomes a 2/2 green and black Plant Zombie creature. It's still a land.)1/1

Master of Fungus - Creature - Human Shaman | RCompost (When this creature dies, you may untap target land you control. If you do, it becomes a 2/2 green and black Plant Zombie creature. It's still a land.), Exile a land card from your graveyard: Return Master of Fungus from your graveyard to the battlefield tapped.2/1

Dangerous Outcast - Creature - Human Shaman | CMenaceCompost (When this creature dies, you may untap target land you control. If you do, it becomes a 2/2 green and black Plant Zombie creature. It's still a land.)4/3

Undead Muckmage - Creature - Zombie Wizard | RUndead Muckmage enters the battlefield tapped.When Undead Muckmage enters the battlefield, return target creature an opponent controls to its owner's hand., Exile a land card from your graveyard: Return Undead Muckmage from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery.2/2

Other:

Octriv, the Eight-Armed - Planeswalker - Octriv | MR[+1]: You get an emblem with "Your maximum hand size is increased by 1."[-4]: Gain control of target creature with power less than the number of cards in your hand.[-8]: Draw cards up to your maximum hand size. Each opponent puts X cards from the top of his or her library into his or her graveyard, where X is your maximum hand size.

Last edited by BelangiaJo on Sun Nov 10, 2019 10:46 pm, edited 45 times in total.

You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"

You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"

Arbthor, the Hanging TreeLegendary Land | R: Add ., : Target opponent sacrifices a creature. Activate this ability only during your turn and only if a creature you control died this turn.

Shambling Guildmage - Creature - Zombie Shaman | U: Return Shambling Guildmage and another target creature card from your graveyard to your hand. Activate this ability only if a creature you control died this turn.: Return Shambling Guildmage and target land card from your graveyard to your hand. Activate this ability only if a land card was put into your graveyard from anywhere this turn.A masterful sorcerer in life, a formidable pest in death.2/2

Initiation of the Bloom - Enchantment | RAt the beginning of your end step, create a 2/2 black and green Plant Zombie creature token with ": Add or ." You lose 1 life for each untapped creature you control.

Selective Necromancy - Sorcery | RStarting with you, each player chooses a creature type then puts all creature cards of the chosen type from all graveyards onto the battlefield under their control. Repeat this process until there are no creature cards among all graveyards.

Deal with the Devil - Sorcery | MRYou lose life equal to your starting life total. Search your library for three permanent cards and put them on the battlefield.

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